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KSP2 Release Notes
Everything posted by Mecripp
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Get it when grabbing the trunk.
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Pretty much is it's a test install, I put things in first just has a hand full of plugins but forgot to put StockBugFixModules in that one and that fixed all but the ( Compute mesh inertia tensor ) get that has soon has load the craft file couple of times and thats it.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mecripp replied to Ven's topic in KSP1 Mod Development
Looks like you just got a alert ScienceAlert, Experiment evaReport@KerbinSrfLandedRunway just became available! Total potential science onboard currently: 0 (Cap is 2.4, threshold is Unresearched, current sci is 0, expected next report value: 2.4) (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [PlanetariumCamera]: Focus: Sabre (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Flight State Captured (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Saving Achievements Tree... (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Saving Achievements Tree... (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Input is null (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Active Vessel is moving (sqrVel = 30469.1507469006). Cannot save. (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Sabre]: ground contact! - error: 0.009m (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Unpacking Sabre (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) nearestTT is NaN! t1: 0, t2: 0, FEVp: NaN, SEVp: NaN (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - 0 and then you crashed ? or do you have a mod for Achievements ? -
Looks great but there is alittle problem [WRN 15:01:46.695] [Part]: PartModule indexing mismatch at Rodan, index 7. Node 'ModuleTripLogger' found in loaded data, but 'MechJebCore' is defined in prefab. Looking for ModuleTripLogger in other indices... [WRN 15:01:46.695] ...ModuleTripLogger module found at index 9. [WRN 15:01:47.106] [Part]: PartModule indexing mismatch at probeStackLarge, index 3. Node 'ModuleTripLogger' found in loaded data, but 'MechJebCore' is defined in prefab. Looking for ModuleTripLogger in other indices... [WRN 15:01:47.106] ...ModuleTripLogger module found at index 4. [LOG 15:01:47.774] Ghidorah 9 loaded! [LOG 15:01:47.831] [Crew Assignment]: Part Rodan Command Pod holds 5 crew, but only 4 are available. Auto-hiring is disabled or not allowed at this point. [ERR 15:01:48.203] Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mesh shapes! Please change mesh geometry or supply a tensor manually! [ERR 15:01:48.203] Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mesh shapes! Please change mesh geometry or supply a tensor manually!
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Woohoo download and tried to give rep but won't let my great anyway will try and get you later.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Mecripp replied to rbray89's topic in KSP1 Mod Releases
Should have clouds around kerbin lol sorry that was just to funny my bad picture of problem might help ? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mecripp replied to Ven's topic in KSP1 Mod Development
have you tried with out ScienceAlert installed ? started spamming a error right after it. -
[0.23] Panda Jager Laboratories Parts Pack
Mecripp replied to Sethnizzle's topic in KSP1 Mod Development
They still work. -
When we get to test ? Edit- Who needs that stuff hehe
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You can trade craft now and still don't see how you would stop some one from so called cheating anyway even your career mod save can be edited and you would know.
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[Space Station]Which mods do I need to build...
Mecripp replied to dognosh's topic in KSP1 Mods Discussions
Magic has a part just for that here http://forum.kerbalspaceprogram.com/threads/84566-WIP-Magic-Smoke-Industries-Station-Parts-%28Infernal-Robotics-required%29 And there was also a Stock MODULE for that but think it was buggy http://forum.kerbalspaceprogram.com/threads/114295-1-02-Spin-o-Tron-Motors-%28FINALLY-UPDATED%29 -
Guess so think, I do see alittle snow top back there lol.
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O man that is looking sharp
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Need some pictures in the snow hehe maybe on duna poles or some EVE beach front EDIT- Not sure if EVE would be beach front or swamp front ?
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Mod to change the current mission flag during flight [ANSWERED]
Mecripp replied to Enceos's topic in KSP1 Mods Discussions
Have you tried In Flight Flag Switcher http://forum.kerbalspaceprogram.com/threads/127902-1-0-x-In-Flight-Flag-Switcher-Switch-flags-on-the-fly-%E2%80%94-literally! -
That's just what it is TextureReplacer http://forum.kerbalspaceprogram.com/threads/107471-0-90-TextureReplacer-2-1-2-new-thread-the-old-one-is-broken EDIT- You might also check out WindowShine http://forum.kerbalspaceprogram.com/threads/122259-1-0-4-WindowShine-v9-Reflective-stock-windows-and-solar-panels-6-30-15 It uses part of TextureReplacer to add the reflections to glass also.
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You ask for stock or PF if for PF there are a handful of them like http://forum.kerbalspaceprogram.com/threads/126788-1-0-4-WIP-Procedural-Fairings-For-Everything!-v0-0-3-2015-184 and have seen one for the stock but it was just re-texture the fairing not the base also.
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Mecripp replied to BigNose's topic in KSP1 Mod Releases
Sorry to butt in but on 2) The textures are so small, compression to DXT1 doesn't really do much and/or could even make them bigger. Be sure to compare file sizes afterwards. file size really don't mean much unless you are running out of harddrive space if you look at the debug menu think it's far right tab you can see how much memory is being used this mod might be hard to tell because of the size but even if DDS might be a larger file size it still can save you on memory in game check it out sometime.- 799 replies
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[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Mecripp replied to alexustas's topic in KSP1 Mod Development
Might be looking at the cfg thats not in them you would need to edit them if you can't will see about a patch for you ? EDIT- You would need to add MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
Here is a patch, I posted sometime back that will fix that http://forum.kerbalspaceprogram.com/threads/91616-1-0-2-BoxSat-vA-02e-Updated-05-09-2015?p=2042421&viewfull=1#post2042421 -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Development
Looking at the cfg looks like a small change was made the minislab has MODULE { name = ModuleKISItem volumeOverride = 100 stackable = true allowAttachOnStatic = true } MODULE { name = ModuleKISPartStatic breakForce = 10 } and KIS concreteBase is MODULE { name = ModuleKISItem volumeOverride = 100 stackable = true allowPartAttach = 2 allowStaticAttach = 1 staticAttachBreakForce = 10 } EDIT- And KAS Pylon has MODULE { name = ModuleKISItem volumeOverride = 150 stackable = true allowStaticAttach = 1 staticAttachBreakForce = 10 } -
He got mad and quit but there is a thread for most or all his stuff will re-post if can found the thread. Here it is http://forum.kerbalspaceprogram.com/threads/125397-Historical-Rockets-Probes-and-Stations?p=2017579#post2017579 EDIT- But it looks like it's for RO so you might have to do alittle editing.
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[1.6.1] NodeHelper - tool used to edit node positions
Mecripp replied to Felbourn's topic in KSP1 Mod Releases
Thanks marce and Felbourn